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Walkthroughs for the quests from Helgen Reborn, a user created plugin for Skyrim.

Molon Labe

This quest starts partway through Desperate Times, after Falco, who is dressed in Imperial armour, enters the room where Val and Marcus are talking.

Credit: Mike Hancho/Bethesda Softworks/eGDC LtdVal will then turn and talk you and says that he and his men had come to Helgen to find out what had happened to Korst, one of their members, who had been sent to investigate a Thalmor prison. He wants you, as well as Falco and Cienna, to go to the prison, which he marks on the map, and try to get Korst released. You are given Imperial Officer Armour, which has an enchantment on it that boosts Speech by 15 points, and the Embassy Transfer Order. First, you should try and talk Korst out of the prison but, if that fails, kill all the Thalmor.

Credit: Mike Hancho/Bethesda Softworks/eGDC Ltd"Valerius informed me that one of his most loyal soldiers, Korst, was sent on an intelligence gathering mission two weeks ago to a new Thalmor prison and has not returned. He has dispatched two of his guards to follow me to the prison, and has given me some enchanted Imperial Officer's armor to wear to impersonate an Imperial Envoy with orders to transfer Korst to the Thalmor Embassy. The prison is located south of Helgen on the road past Fort Neugrad that leads to the Cyrodiil border. I should wear the armor and investigate the prison."

Credit: Mike Hancho/Bethesda Softworks/eGDC LtdPut on the armour and make your way south along the road to Cyrodiil to the Thalmor Prison and enter it. Falco and Cienna will accompany you. The Thalmor Oronar will approach and take the Embassy Transfer Order from you, saying that he will need to clear it with his superior, as he knows nothing about this transfer. He then leaves and goes and speaks to Halindil in another room. Halindil will then enter and approach you, but he refuses to release the prisoner. You can try to Persuade him, but it looks like this isn't possible without the Persuasion perk. You can try intimidating him by saying "You WILL release the prisoner! I'm warning you!" Should your attempt fail - and it doesn't seem possible to succeed - you will have to kill all 15 Thalmor in the prison. Falco and Cienna will aid in this.

Credit: Mike Hancho/Bethesda Softworks/eGDC LtdThe Thalmor Lower Prison Level requires the Thalmor Prison Key to open, as do a number of other doors in the prison, and both Oronar and Halindil have one of these keys, so take one from one of their corpses after they are dead. Once all the Thalmor are dead, you need to free Korst. He is shackled to the wall in the east of the dungeon.

Free him by activating the shackles, and he will fall to the floor. Falco will tell Cienna to help him, which she does by healing him. Falco, Cienna and Korst will chat, updating him on the situation and who you are, and Korst will then retrieve his gear from a nearby Chest.

This completes the quest, so return to Helgen Keep with the three of them, although you may want to do a bit of looting first. As well as Coin Purses, Chests and potions that can be found around the place, most of the Thalmor gear is valuable. There are also three skill books; the Two-Handed skill book Song of Hrormir in the lower level and the Smithing skill book Heavy Armour Forging and the Archery skill book The Marksmanship Lesson, as well as the Spell Tomes Soul Trap, Storm Thrall and Thunderbolt in the room where Halindil was when you first entered. You can now continue with Desperate Times.

The details of this quest series vary slightly depending on whether you chose to join the Stormcloaks, the Legion or to remain independent. The names of the troops who accompany you on the various missions changes depending on the side chosen.

Once all the recruits have been gathered in Desperate Times and Korst has addressed them speak to him and say that "I'm ready to begin evaluating the recruits." If the Imperials or Stormcloaks have been chosen, Shadrick Oaken-Heart will say that his troops have got bored and restless and need taking into the field, whilst for the independent troops they need evaluating. This will starts a series of identically named side missions.

At the end of each mission, Korst will ask you to evaluate the soldier you took with you. You can be complimentary, or not, about their abilities; it doesn't appear to make a difference, so you may as well say nice things. At least they can't die, which makes them useful as a distraction if nothing else.

The first mission Korst asks you to do is to take Wanan-Dunn, Surus or Toralf and go and clear out a vampire lair.

"A group of vampires has taken over Shriekwind Bastion and have been kidnapping travelers along the road by Lake Ilinalta. Korst has asked me to take Wanan-Dun/Surus/Toralf and eliminate the threat."

Go and find Wanan-Dun, Surus or Toralf, depending on which faction you chose, independent, Imperial or the Stormcloaks, and tell them to follow you.

Shriekwind Bastion is a Nordic ruin north of Falkreath occupied by Skeletons and Vampires with two entrances.[1] Enter the ruin via North Shriekwind Bastion. The ruin is more dangerous than it would normally be, as eleven Vampires have been added. A new area, Shriekwind Sanctuary, has also been added, and this is the area that needs visiting.

The following applies when entering through North Shriekwind Bastion. This instructions only deal with the path to follow; there are many monsters along the way, which will oppose you. Enter Shriekwind Bastion and unlock the Iron Door. Go through the next chamber and up some steps to a chamber with a Handle. Go up some more steps and through another Iron Door, then up more steps to a chamber with an open roof and an Iron Portcullis. The Portcullis is opened by a Chain at the top of the steps by the entrance.

Credit: Mike Hancho/Bethesda Softworks/eGDC LtdCredit: Mike Hancho/Bethesda Softworks/eGDC LtdOpen the portcullis and go through into a chamber with three handles on a plinth on the floor. Activating the one on the right, as viewed from the entrance, will open a rock wall roughly to the south. In the revealed chamber is a Handle. Activating this reveals the door to Shriekwind Sanctum. Enter the Sanctum and another Handle will open another rock door. Go through and on the other side is a chamber with three Portcullises and a Lever in the centre. Activating the Lever opens the southern Portcullis, beyond which is a small chamber with another Portcullis and a Chain.Credit: Mike Hancho/Bethesda Softworks/eGDC Ltd

Pulling the Chain opens the western Portcullis in the main room. In the chamber revealed are two Draugr and another Lever; this Lever opens the second southern Portcullis. The new room has a third Portcullis and another Chain; activating the Chain opens the eastern Portcullis in the main room to another small area with two more Draugr and another Lever.

This Lever opens the third and final Portcullis to the south, beyond which is an Iron Door. In the room beyond the door is the Master Vampire who needs killing to complete the quest, as well as a levelled Vampire and Vampire Thrall.

Credit: Mike Hancho/Bethesda Softworks/eGDC LtdOnce the Master Vampire is dead, return to Helgen. You can either make your way back through Shriekwind Bastion or continue clearing out the rest of it; there is a Word Wall in the bastion itself.

"The vampire threat has been eliminated. I should return to Korst and give him my report."